Rage: Difference between revisions

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Like [[stale-move negation]], rage is not present in single player modes, such as [[Training]], though its visual effects are still present. As such, its effects can only be tested in [[Versus Mode]].
Like [[stale-move negation]], rage is not present in single player modes, such as [[Training]], though its visual effects are still present. As such, its effects can only be tested in [[Versus Mode]].


The obvious application of rage is that it allows players at higher damages to score KOs earlier than they would be able to otherwise, which can help aid a losing player staging a comeback. However, rage is not necessarily a comeback-friendly mechanic. It can be used by players with leads to potentially survive for longer, as the player with a lower KO/stock count and damage cannot use their finishers as effectively. Furthermore, the increased knockback from rage can potentially prevent [[combo]]s from working sooner than they normally would, especially in combos that involve set-ups from [[throw]]s with high base knockback, thus preventing highly damaged players from increasing the damage on a less damaged player. Rage can potentially assist in combos that rely on stage-specific combos that rely on forcing opponents onto specific platforms, but these combos, even without rage, can be more difficult to perform than standard combos.
The obvious application of rage is that it allows players at higher damages to score KOs earlier than they would be able to otherwise, which can help aid a losing player staging a comeback. However, rage is not necessarily a comeback-friendly mechanic. It can be used by players with leads to potentially survive for longer, as the player with a lower KO/stock count and damage cannot use their finishers as effectively. Furthermore, the increased knockback from rage can potentially prevent [[combo]]s from working sooner than they normally would, especially in combos that involve set-ups from [[throw]]s with high base knockback, thus preventing highly damaged players from increasing the damage on a less damaged player. Rage can potentially assist stage-specific combos that rely on forcing opponents onto specific platforms, but these combos, even without rage, can be more difficult to perform than standard combos.


Generally, [[Weight|heavyweights]] benefit the most from rage, as their greater endurance allows them to both experience rage longer and to a greater degree. Furthermore, most heavyweights are less reliant on combos compared to other characters, allowing for the greater use of increased knockback with little concern of it preventing vital combos. Conversely, characters that can rack up damage quickly without rage can lose out on several combos they can potentially perform when they start building rage, especially those that rely on [[grab]] set-ups, such as {{SSB4|R.O.B.}}. Lightweights also do not strongly benefit from rage, as their lower endurance can shrink the window for which they can take advantage of rage.
Generally, [[Weight|heavyweights]] benefit the most from rage, as their greater endurance allows them to both experience rage longer and to a greater degree. Furthermore, most heavyweights are less reliant on combos compared to other characters, allowing for the greater use of increased knockback with little concern of it preventing vital combos. Conversely, characters that can rack up damage quickly without rage can lose out on several combos they can potentially perform when they start building rage, especially those that rely on [[grab]] set-ups, such as {{SSB4|R.O.B.}}. Lightweights also do not strongly benefit from rage, as their lower endurance can shrink the window for which they can take advantage of rage.